Thursday, May 6, 2010

Aerodynamics

I really want to add a simple cfd wind tunnel to the game to help generate accurate aerodynamic data for the user created models. This has totally sucked up all my time. So far I've implemented a simple 2d cfd solver based on pretty simple eulerian grid methods... it works great! too bad... you run into the problem of meshing - which may put extra constraints on what user created content can and can not go into the game (for example, the typical meshes for continuum based cfd require a fairly uniform original mesh to work well and fully closed surfaces to work at all). I don't want to code my own meshing tools either... seems... hard. So I've been delving in mesh-free Lagrangian technique for simulating fluid and after much failure I got some cool results!

Monday, April 19, 2010

low poly car model

Whipped this guy up recently. This will be the first model tested in the game. Future models will probably be higher poly and better quality.

physics details

Here are some of the current physics features fully or nearly fully done:

arbitrary suspensions full physical modeling
- live axles, multi-link, double a-arms, struts, etc
- unsprung weight, anti-dive, anti-squat fully modeled
- deflection fully modeled

pacejka 98 tyre formula
- fairly accurate tyre model at medium-high speeds
- depends highly on test data available

flexible tyre carcass
- realistic dynamic steering response

Free Racing Game

I am writing this blog about a racing game I am making in my spare time. When it's somewhat playable I'll start releasing it for free.